- 06 10月, 2011 10 次提交
- 05 10月, 2011 19 次提交
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由 Mr.doob 提交于
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由 Justin Sermeno 提交于
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由 Justin Sermeno 提交于
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由 Justin Sermeno 提交于
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由 Justin Sermeno 提交于
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由 zz85 提交于
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由 Justin Sermeno 提交于
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由 zz85 提交于
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由 Mr.doob 提交于
* Added `scene.ambientColor` and `Scene` now ignores `AmbientLights` (transferring hex for temporal backwards compatibility) * CanvasRenderer and SVGRenderer using `scene.ambientColor`. Tried to update `WebGLRenderer` too, but the method in question doesn't seem to have access to the scene :S * Removed `scene.origin` and updated examples that used it. * Improved subdivision example
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由 alteredq 提交于
All should now work with new cameras.
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由 alteredq 提交于
CrosseyedRenderer is a hack, camera must have target :S.
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由 alteredq 提交于
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由 alteredq 提交于
Aargh, I feel dirty now.
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由 zz85 提交于
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由 alteredq 提交于
This one was quite a pain.
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由 alteredq 提交于
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由 alteredq 提交于
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由 zz85 提交于
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由 zz85 提交于
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- 04 10月, 2011 11 次提交
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由 zz85 提交于
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由 zz85 提交于
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由 zz85 提交于
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由 zz85 提交于
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由 zz85 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Got stuck on the PathCamera/PathControls one. Maybe it's time to rewrite this...
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
This will take a while to make work again... probably needs some cleaning and refactoring...
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由 Mr.doob 提交于
I could have just used `lookAt( scene.position )`, but eventually I would like to have Scene not extending Object3D.
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